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Purity seeks to preserve both the human form and human cultural heritage, heralding a revival of Old Earth knowledge and philosophy as it builds a utopia for true humans.

Focused on rewarding Virtue acquisition with a secondary focus in production.

All but their most basic building grows stronger with more Virtues.
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Monumental Architecture

Requires Purity level 2

+3 Culture and +3 Production. +3 Culture and +3 Production from sources of Floatstone, Copper, and Gold. Requires Floatstone.

Quest - +2 Culture or +2 Production.

Favor recreation or functionality.

(A new style of architecture combining the aesthetics of famous Old Earth monuments with modern functionality, requiring an infrastructural investment for construction.)
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Terran Landscaping

Requires Purity level 3

+1 Culture and +1 Diplomatic Capital for each Virtue synergy.

Quest - +4 Culture or +2 Food.

Choose whether or not to favor edible plants.

(Basically a Terrascape maintained at the city level, where it is easier to support and helps to create a locally breathable area.)
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(A massive terraforming project to introduce Terran lifeforms to the new planet, and begin a self-sustaining spread of a Terran ecosystem over the native one.)
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Eden Network

Requires Purity level 12

National Wonder, must be built in the Capital.

+1 of all yields in the Capital for each Virtue adopted.

Internal Trade Routes are 50% more effective.

(A colony-wide warp gate network connecting all cities to the Capital, turning it into an immense megacity and trade center. Originally created as a test run for the Exodus Gate project.)
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Ascendancy

Harmony/ Purity

Ascendancy seeks to create a perfect race using native and terran genetics, with a focus on beauty and grand aesthetics that leaves the world in awe.

Focused on Health and Diplomatic Capital generation.

They gain powerful benefits from high excess Health and much easier and better access to Health Diplomatic Capital generation than any other Affinity.

This helps them expand sooner, reach high excess health far earlier than is normally possible, and adapt their traits with their high Diplomatic Capital generation.

They are unique in being the only affinity with three National Wonders, each requiring buildings in all cities.
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Gene Garden

Requires Harmony 1, Purity 1

+4 Health, +4 Diplomatic Capital.

Quest - +2 Science or +2 Health.

Focus on general genetic research or on improving human health.
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Sky Temple

Requires Harmony 2, Purity 2

+4 Culture, +2 Health, +4 Diplomatic Capital.

+2 Culture and +2 Diplomatic Capital from Floatstone.

Quest - +2 Diplomatic Capital, or +2 Culture from Floatstone.

Use floating islands for general purposes or dedicate them as recreational sites.

(A catch-all term for floating island construction, such buildings are known for and built for their aesthetic appeal primarily with some protection against grounded threats.)
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(An interlinked complex of stable Sky Temples hovering beside the city. Built to be the planet's grandest city, and reflect the superiority of its colony.)
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(A recreational garden created from native and terran genetics. It resembles both and neither, with each plant engineered to the point of being a distinct new species. The species created for it are quickly adopted in other cities, and are designed to grow easily.)
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Utopia Project

Requires Harmony 8, Purity 8

National Wonder, requires a Progenitor Garden in all cities.

Requires Xenomass

Benefits of positive health increased by 100%.

+50 Diplomatic Capital.

(An Ascendant project to create a new ecosystem to perfect suit their aesthetic and productive desires. The pinnacle of playing God with the environment.)
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Harmony

Harmony seeks to adapt to the new planet, to learn from it, and to preserve it. It sees the new world is a precious second chance, and thrives in a symbiotic relationship with it.

Focused on using native biological resources, as well as some extremely powerful growth bonuses.
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For late-game Supremacy cities, the tiles around them is secondary to the infrastructure within them.

Recommended to be played alongside a mod making specialists useful.
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Feedsite Hub

Requires Supremacy 2

Provides an Artist and a Scientist specialist slot.

Quest - +2 Energy or +2 Diplomatic Capital.

(Choose whether or not to allow Feedsite ads. It is now a mind-interface internet thing that facilitates entertainment, news, and communication between experts in varying fields. Not a propaganda mill anymore. Work from home was never easier.)
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Quest - +10% Health or +5% of every yield.
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Surrogate Factory

Requires Supremacy 7

+3 Food and +3 Production.

Provides a Grower and an Engineer specialist slot.

Quest - +2 Food or +2 Production.

People either uploading or entering in a sleep state to live through drones. Saves food in a sense.
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CEL Cradle

Requires Supremacy 8

Requires Firaxite

Provides two of each Specialist type. Expensive to build.

Quest - +4 Energy or +2 Science.

(Now used to find creative solutions among experts as well as appreciate and create art in a subhuman-mindsharing way. The old quest was too...evil in my opinion.)
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Neurolab

Requires Supremacy 10

Requires Firaxite

National Wonder, requiring an Augmentary in every city.

+1 Food and +1 Health to Specialists, making their slots much easier to fill.

(Basically meant to encourage Supremacists to replace everything with industry tile-wise. Eventually Supremacy stops bothering with dedicated Food tiles. Lore-wise, think of it as the beginning of a truly uploaded society in a simulated world.)
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Mastery

Purity / Supremacy

Mastery seeks to create an age of unprecedented leisure and prosperity by creating sentient, but limited AIs to serve humanity.

They have an obsession with making the AIs that work most directly with humans as human-like as possible, often complete with human limitations.

Focused on Energy generation and Drone buildings which are extremely expensive, but allow them to work extra tiles.

Connect Drones to the defense network or fully dedicate them to commercial use.
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Sanctuary Dome

Requires Purity 2, Supremacy 2

+10 Energy.

+100 City HP.

Quest - +20 City Strength or +3 Energy.

A safe haven with a self-sufficient power source which works for the colony in times of peace.
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Skybarge Port

Requires Purity 4, Supremacy 4

+4 Energy. +20% Energy.

+5 Energy from international and station Trade Routes.

(If codable, connects the city to the Capital.)

Quest - +2 Energy or +2 Diplomatic Capital.

Choose whether or not to divert Skybarges to humanitarian support efforts. Think of this building as a hub of flying trade vessels, which are largely automated in navigation.
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Replicant Facility

Requires Purity 6, Supremacy 6

Requires Firaxite

Work 3 more tiles than a city has Citizens. High cost.

Quest - +2 Culture or +2 Energy.

Treat the human-like Replicants as full citizens or as second-class servants.
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A larger, more efficient construction facility for faster, more efficient trade vessels.
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Orbital Mining Station

Requires Purity 9, Supremacy 9

National Wonder, can only be built in the Capital.

+30% Energy generation in all cities. +100% Production when building orbital units in this city.

Automated spaceships harvest resources from beyond the planet with minimal effort on the part of the populace.
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Feedback Wanted

I'd greatly appreciate your feedback and suggestions on this overhaul.

With the level of asymmetry in it, it can be difficult to judge the design of each individual part, and I'd like to hear any more thematic concerns as well.

I'd simply prefer to have a plan of what to do before I start modding.